If reduced to 0 hit points in combat, a vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Feat and Skill Racial Traits

Manipulative: +2 racial bonus on Bluff and Perception checks.

Spell-Like Abilities (Su): Exchanged for Alternate Trait (Dayborn)

Darkvision: Dhampir see perfectly in the dark up to 60 feet.

Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Weakness Racial Traits

Light Sensitivity: See Alternate Racial Traits

Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Alternate Racial TraitsDayborn: A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.

Defensive Abilities: A vampire gains channel resistance +4, DR 10/magic and silver, and resistance to cold 10 and electricity 10, in addition to all of the defensive abilities granted by the undead type. A vampire also gains fast healing 5. If reduced to 0 hit points in combat, a vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.

Reducing a vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

Speed: Same as the base creature. If the base creature has a swim speed, the vampire is not unduly harmed by running water.

Melee: A vampire gains a slam attack if the base creature didn't have one. Damage for the slam depends on the vampire's size. Its slam also causes energy drain (see below). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Blood Drain (Su)
A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Children of the Night (Su)
Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Create Spawn (Su)
A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master's destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Dominate (Su)
A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.

Energy Drain (Su)
A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

Special Qualities: A vampire gains the following:

[i]Change Shape (Su)
A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.

Gaseous Form (Su)
As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Shadowless (Ex)
A vampire casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex)
A vampire can climb sheer surfaces as though under the effects of a spider climb spell.

An undead creature possesses the following traits (unless otherwise noted in a creature's entry).

No Constitution score: Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).

Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.

Negative energy (such as an inflict spell) can heal undead creatures.

The fast healing special quality works regardless of the creature's Intelligence score.

Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

Not at risk of death from massive damage: - but is immediately destroyed when reduced to 0 hit points.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.

Undead do not breathe, eat, or sleep

Mythic - Marshall:

Mythic Path - Marshall

Decisive Strike (Su):
As a swift action, you can expend one use of mythic power to give one ally within 30 feet the ability to immediately make a single melee or ranged attack on your turn. Add your tier as a bonus on the attack roll. The damage dealt by this attack bypasses all damage reduction. This attack doesn't count toward the ally's actions on its turn.

Path Abilities:

Potent Message
You can expend one use of mythic power to create a song, oration, poem, or joke that contains information that you want to spread.
This can include points of fact or simple instructions.
You only need to perform the work once (which takes 1d4 hours to complete); thereafter it will spread through the community by itself. For 1 day per tier, all non-mythic beings that hear this message (whether from you or someone else) are compelled to spread it to others by slipping it naturally into conversation or otherwise bringing it up. Anyone who has heard this message takes a –4 penalty on opposed Diplomacy, Intimidate, or Sense Motive checks against you when you request that they to carry out duties related to this message. This is a language-dependent effect. At 6th tier or higher, you can expend one additional use of mythic power to make this work universally understandable, regardless of any language barriers.
Mythic Feats
Quickdraw(Mythic)

Anti-Paladin:

Class Features

Weapon and Armor Proficiency
Antipaladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Evil (Ex)
The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.

Detect Good (Sp)
At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.

Smite Good (Su)
Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.

The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level.

Unholy Resilience (Su)
At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Touch of Corruption (Su)
Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.

Bardic Performance
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

List of Bardic Performances:

Counterargument (Su)
This performance acts as countersong, except a negotiator can use only Perform (act, comedy, oratory, or sing) to perform a counterargument.

-->Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su):
At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su):
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

[/b]Fast Talk (Su)[/b]
At 1st level, a negotiator can use performance to affect the perceptions of any number of targets that can hear him. While the negotiator performs, these targets take a –1 penalty on saving throws against enchantment (charm) and illusion (figment, glamer, or shadow) effects, as well as a penalty on Appraise checks equal to half the negotiator's level (minimum –1). A target that fails its Appraise check believes that the object in question is worth 10% more or less (negotiator's choice) than its actual value. At 5th, 11th, and 17th levels, the saving throw penalty increases by 1 and the shift in an object's perceived value increases by 10%. Fast talk is a language-dependent, mind-affecting ability that uses audible components.
This performance replaces inspire courage.
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).

Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. inspire competence relies on audible components.

Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

Binding Contract (Sp)
At 9th level, the negotiator can bind another creature's promise to the negotiator with a geas. This acts as lesser geas, except the creature must have Hit Dice equal to or less than the negotiator's level. The target can negate this effect with a successful Will save (DC = 10 + 1/2 the negotiator's level + the negotiator's Charisma modifier). The geas is discharged if the negotiator breaks his end of the bargain. Using this ability requires 3 rounds of continuous performance, and the target must be able to see and hear the bard throughout the performance. At 18th level, this effect acts as geas/quest (no HD limit, and the target cannot attempt a saving throw). Binding contract is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components.
This performance replaces inspire greatness.

Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.

Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.

Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

Mass Suggestion (Sp): This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.

Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components.

Rogue Talents
At 2nd level, a negotiator gains a rogue talent, as the rogue class feature of the same name. At 6th level and every 4 levels thereafter, the negotiator gains an additional rogue talent. A negotiator cannot select a rogue talent that modifies the sneak attack ability.
This ability replaces versatile performance.

Advanced Talents
At 10th level and every 4 levels thereafter, a negotiator can select an advanced rogue talent in place of a rogue talent. A negotiator cannot select an advanced talent that modifies the sneak attack ability.

Well-Versed (Ex)
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Master of Rhetoric (Ex)
At 5th level, the negotiator can take 10 on any Bluff, Diplomacy, Intimidate, Knowledge (local), or Sense Motive check if he has ranks in that skill.

A negotiator can choose not to take 10 and can instead roll normally. In addition, the negotiator can take 20 on one of those skill checks (without spending any additional time). The negotiator can do this once per day at 5th level, twice per day at 11th level, and three times per day at 17th level.
This ability replaces lore master.

Jack of All Trades (Ex)
At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

The imposing figure of Tohram Quasangi is well known in the northern outpost of Farholde. Standing well over six feet tall, his gaunt ageless appearance has frightened all those who have appeared before him in his court of law for over a century. While very skilled at diplomatically resolving things, he has found speaking with a forked tongue and intimidating others to be much more enjoyable. Rarely seen without his dark robe and uncaring scowl, few who see the judge within his courtroom, or without, desire to do so again. There is a reason that those who have appeared before him often refer to him as the Bloodsucker Judge.

Background:

For nearly a century, Tohram Quasangi has lorded over the courts of the small city of Farholde on the rugged northwest coast of Talingarde. Perhaps not a job that all would relish, but this position has allowed Tohram to control the lives of others while using every tool in the Talingarde civil code to ensure that his own version of justice is done. At least, this was Tohram's life until last week, when it all went wrong.

Years ago, before the House of Darius and its Mitra (Iomedae/Sarenrae? - if in Golarian) worshippers assumed control of the nation, there was a whole pantheon of gods, each with its own worshippers. In addition, evil existed in the land, humanoids, undead, and other abominations, just as in most other lands. One of these abominations was the vampire Lord Varnith. Lord Varnith had ruled from his dark fortress in the mountains north of Lake Tarik for centuries. That was until a small band of adventurers decided to disrupt his rule.

The adventurers stormed Lord Varnith's fortress defeating all his defenses along the way, eventually finding Lord Varnith in his throne room. However, they did not find one Lord Varnith, but instead two, the real Lord Varnith and a reasonably close clone, both similar to the stories, but slightly different. One Lord Varnith charged the party while the other raised his arms and called forth minions from hell to assist him. Thus began an epic battle. For a time it appeared that the adventurers would succeed, but then Lord Varnith called forth several Barbed Devils from the pits of hell. The battle swayed back and forth, with the party defeating creature after creature, and Lord Varnith summoning more. Eventually, they defeated the vampire's clone only to discover that it was merely an Eidolon. But this discovery came too late, for as the Eidolon fell, Lord Varnith slipped past the party's paladin, Armon Fairstern, and fell upon the party's priestess, Nalia Fairstern, Armon's wife, sinking his fangs into Nalia's fair neck. Moments later the battle was over as Armon recovered and drove his holy blade into Lord Varnith's black heart.

This might be the end of an epic tale, the defeat of a vampire lord by a paladin and his fair priestess wife, except for one detail. Unbeknownst to the brave party, at the time of the battle fair Nalia was with child. When Lord Varnith bit Nalia, her body and magical skills warded off the potent undead seed from herself, but the unborn child was not so fortunate.

Eight and a half months later Tohram Fairstern entered the world. But it was not a joyous occasion for the seed of undeath that had been planted by Lord Varnith caused the child to literally suck the life from his mother. Thus, as Armon welcomed his only child into the world, he watched his beautiful wife lose her life. Distraught and brokenhearted, the mighty paladin took his own life a month later leaving the newborn child and all his possessions to the church of Mitra.

The priests of Mitra, believing in the good in all people sought to raise the child, but it soon became apparent that there was more different than just the child’s pale appearance. When Tohram was injured, the priests of the orphanage sought to use Mitra’s magic to heal the child, and found that the child was worse off than before. While the child healed like any other naturally, this negative reaction to the healing magic of Mitra by a human child was unheard of.

Tohram grew up in the orphanage, but because of his pale skin and continual need to control the actions of others, he was frequently in trouble. The priests who watched over the children did not think much of this until Tohram began to tell them that his shadow was following him. The priests explained that everyone’s shadow followed them when Mitra’s bright light was in the sky. Tohram attempted to explain that his shadow was there whether it was sunny or cloudy, but the priests would hear nothing of it.

After a year or so of telling the priests about the shadow following him and the priests simply shooing him away, a day came where several bigger boys began to tease him about his fear of his shadow. As they were doing this, the shadow suddenly rose up and the boys all saw the shadow turn into a monstrous form with red eyes, a huge mouth full of teeth and long claws. Fortunately, none of the boys were killed, but the priests decided it was time to send the unusual child elsewhere for his teen years. Thus, a few days later, Tohram found himself being welcomed into a foster home in the east coast town of Daveryn.

When Tohram arrived in Daveryn at the age of 14 it was the first time in his life that he was out from under the watchful eyes of the Mitra priests. Using his natural gifts, he soon discovered several things. First, he had a silver tongue and could tell almost any lie, and have others believe him. Second, he found that despite his rather weak build, when he wanted others to do something, his threats were invariably heeded. And third, the shadow continued to follow him. Eventually, Tohram discovered that he could sense the presence of the shadow creature. Over a number of years Tohram learned how to communicate with it and found that its name was Morsum. At the same time as he was discovering about his personal skills and his shadow friend, he also found two other things that he enjoyed, law and blood. Not so much following the law or watching others harm themselves in battle. No, he loved the intricacies of law and finding ways to use the law for his own benefit. And he loved the taste of blood. When meat was served, he preferred it rare, uncooked if possible.

His foster family were always kind to him and enrolled him in a good school where, while not the best student, he was able to talk his way through and eventually be enrolled in the prestigious Ghastenhall Jurist Institute. Even in this institute of higher education, Tohram found he could either bluff or intimidate his way through most any course. Graduating from the school near the bottom of his class, but with a diploma. While Tohram would have enjoyed staying in the metropolis that is Ghastenhall, he did not think that remaining in a city where the King and his court were so close was wise. After all, Tohram was more interested in the power that law allowed him to exert over others more than the justice the system was designed to uphold. Thus, Tohram accepted a position as a clerk to the chief magistrate in the cold northwest coast city of Farholde.

When Tohram arrived in Farholde, he realized that he needed a last name. Growing up in the orphanage and with foster parents, he had never had, or needed a last name. However, hoping to become a magistrate in the king’s courts, he knew that he needed one. Not knowing of his parents, he researched languages and names. Eventually he found an interesting, and rather unknown language, Necril - the language of the undead. Having developed almost an obsession with the taste of blood, he took the name, Quasangi, which in Necril means “one who likes blood.”

Within a few short years Tohram had worked his way to be a full magistrate in the court, deciding the fate of those before him on a daily basis. While other magistrates would seek to do justice and see that all were better off, Tohram preferred using the law for two purposes. Maximizing the punishment that people received, and for his own personal benefit. As a judge, he had a fair amount of flexibility in the judgments he handed out. And when the crime allowed, he handed out the maximum punishment, the more painful the better. However, over the years he also discovered that there were many who would willingly give for a lighter sentence. Thus, over the years more than a few maidens begged for him to be lenient on their husbands and boyfriends, and many wealthy parents were willing to pay handsomely for a lighter sentence when their children had fallen afoul of the law. Thus, was Judge Tohram able to enjoy many pleasurable nights and accrue a rather well off lifestyle.

While Tohram grew to greatly enjoy his ability to control the lives of those before him, the source of these laws did not so thrill him. Mitra, always Mitra. The goddess preached forgiveness, something that Tohram did not believe the pitiful people before him deserved. Tohram’s dissatisfaction with the good Mitra caused him to research other deities who more closely comported with his view of law and justice. Over a number of years he learned to read, and eventually speak, the tongue of the Infernals. With this knowledge and his privileged position as a justice of the peace, he was able to study books which were otherwise banned in the land. After all, how could a judge pronounce judgment if he did not understand the reasoning behind the crimes committed - or so he told those few who questioned him. Tohram’s research led him to a power which represented his belief in the law. The Archfiend Asmodeus and Asmodeus’ duke, Wylgart, Hell’s Judge and the condemner of the guilty.

For nearly a century, Tohram has concealed his worship of these Infernal Lords as research for those cases before him. In the process he condemned many man to death for worshipping these same devils, irrespective of whether they were innocent or guilty. To put it simply, Tohram and his cold undead heart had no sympathy or pity for those before him. If they were true worshippers of the Archfiend, then they had failed by being caught. If they were not, then their failure to exculpate themselves was just cause for the punishment dealt.

At the same time as Tohram was learning to present justice, his justice, on the pitiful citizenry of Farholde, Tohram was also learning more about himself and his shadow. He learned that he was a summoner, a strange innate arcane caster with mystical powers, but one who specialized in calling forth otherworldly beings to serve him. And serve him they did. Once when he was accosted by a ruffian, Tohram’s shadow rose up and killed the attacker. On another occasion, he called forth several huge rats which attacked a youth attempting to enter his home. While he did not take up the life of an adventurer, he found that his arcane powers were quite beneficial. Many prisoner’s would tell horror stories of being attacked by giant spiders and snakes, unknowing that the source of these was the judge just down the hall supposedly speaking to another prisoner. It was amazing how these men later admitted their guilt.

In addition to discovering about his arcane powers, he discovered that while he had been raised as a human child, he was in fact an unusual offshoot of humanity commonly referred to as a dhampir, a human touched by the undead. Upon discovering this, he carefully studied historical texts from the period of his birth many years earlier. From these he learned that a horrible vampire named Lord Varnith had been defeated less than a year before his birth. The book also revealed that the heroes of this feat had returned victorious, but that two of them had died less than a year later, a priestess of Mitra in childbirth, and a paladin of Mitra by his own sword less than a month later. Nothing was contained within the book of whether the child had lived or what had become of the child, but Tohram knew that he was the offspring of these good folk, a fact he damned them for. For leaving him with the curse of undead blood in him.

Armed with this knowledge and his legal training, Tohram led a rather uneventful life. Helping those supporting the return of Infernal rule when he could, but generally using his positing to impose his will and control over others. So it proceeded for over a century. When people wondered about the near immortality of the pale judge, he would simply shrug his shoulders and use his silver tongue to explain that perhaps within him was the blood of moon elves.

Well, even for one as nearly immortal as the ancient, yet youthful, magistrate, mistakes happen. And so it was, with Tohram. As the life that Tohram had become accustomed to, especially obtaining his favorite drink, human blood, was not inexpensive in a land like Talingarde, more and more frequently Tohram found the need to supplement his income. Thus, approximately three weeks ago, before him stood a youth. The boy was accused of taking the innocence from a young girl. Judge Tohmar did not know whether the crime had been committed, but he did not care, once the evidence was in, he would make his ruling. However, as with all laws, there are exceptions, and exceptions to the exceptions. The boy’s father was a noble, and while far from the throne, he was still quite well off. Since, the laws of Talingarde provide judges with a broad range of options on how to enforce the laws, Tohram frequently allowed interested parties to influence him on how a particular law should be interpreted. In this case, the decision was whether to have a speedy trial with the boy being sent to the salt mines for ten years before all the evidence was in, or to hold off the trial for several weeks to allow the father to obtain more evidence. However, unlike normal when a parent or loved on would come to Tohram with an offer, in this case Tohram presented the noble with this choice, making it clear what the cost would be. Unfortunately for Tohram, the noble was actually a cousin and close friend of Lord Balin of Karfield. Thus, the next day, Tohram found himself in manacles and standing before his former subordinate judge. Just as Judge Tohram had done with many over the years, the subordinate pronounced the judgment and with a smash of his gavel the former Judge Tohram Quasangi was sentenced to a life of hard labor in the salt mines of Talingarde, a life that Tohram knew could be centuries in length. Now, with his hands bound and his head covered in a black hood, Tohram sits in the back of a wagon heading toward Brandenscar Prison and a life of hard labor thereafter. All that runs through his head is that after so many years of controlling and hurting others, the positions have been reversed. Tohram the judge is no more.

Personality:

Dark, cold, callous, calculating. These are all terms that others have used to describe Tohram over the years. Although blessed, or perhaps cursed, with nearly unlimited personality, Tohram tends to only use his charisma when it is needed. Usually to intimidate others to do his bidding. For all the years he sat on the bench, those before him, not only defendants and criminals, but also the counsel and representatives of the state and of other parties, usually remained as silent as possible. For they were well aware of the tall and lanky Tohram's skill in instilling fear in others.

This is the personality others see. Tohram is not necessarily an evil person, it is more that he simply does not care how his actions affect others. However, what actions he takes are always in compliance with the laws, although if there are loopholes in the laws, Torham will be the first to exploit those for his own benefit. After all, following nearly a century handing down justice, he knows the laws, and how to use or abuse them in his favor.